enum ATTACK_STATE
{
	Attacking=1,
	Looking,
};
STRUCT(AI, Game::Chr)

	Str StandAnimPath,RunAnimPath,WalkAnimPath;
	Flt Health, Mana, MaxMana, MaxHealth, Speed;
	Flt RandomAnimationTimer, RandomMovement;
	Memb<Motion> RandomAnim;
	Bool Alive();

	U8 ID;
	ATTACK_STATE state;
	U8 AttackState;

	virtual void create(Str FileName);
	virtual Bool update();
	virtual void animate();
			void Die(int &ID);
			void PlayRandomAnimation(Str name);
			void MoveTo(Vec &v, int &ID); 
			void Attack(Chr &c, Int &ID);
			void Draw();

	AI();
};